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[Spoilers] Dreylin of the Khazad fumbles around in the earth (EitB PBEM39)

(April 5th, 2015, 12:18)Aurorarcher Wrote: Yeah. Might make sense to save gold instead for a while.

Rough estimate it's 7-8t at 100% gold to get the needed 350g. I need to take another look, but I might be able to time it and the Warfare research for the 9t build of the Palace. Or I can get it on the first turn of the GA.

(April 5th, 2015, 12:18)Aurorarcher Wrote: Have you had any GP born yet? Could use the GA to get out a quick sage with the +100% GPP/turn.

Yep, grabbed a GSci for an Academy in Wensleydale. I've put a few points into a GM there, but nothing serious yet.

(April 5th, 2015, 13:10)Aurorarcher Wrote: It seems that Incense won't show in trade screen unless you have Philosophy as well.

So either he doesn't have it roaded, or he doesn't have Philosophy. Guessing from what we know of his research, he might have it, but I'm guessing not. Warfare OTOH, I'm not so sure.
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Yea, wish we were able to guess his tech plans. mischief

I'd assume he's about to get or already has warfare, yes. He doesn't have copper yet either, though.
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True.

I also finally figured this out:


The Mana node is located where the Lair should be, but the Lizard is Held 1SE and facing SE. So there must have been an Orc unit on the Lair when Q cast For the Horde and that bumped the Lizardman off the tile. Q then explored the Lair which popped the Mana Node.
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Hmm. He shouldn't be able explore lairs unless he broke peace with barbarians - so he must've done that then too when he cast For the Horde.
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Ah, didn't know that about Barbarian civs.
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Yeah, I'm pretty sure that's the case. Otherwise Barbarian leaders could very safely open every lair without hardly any risk (as the possilbe monsters spawning wouldn't attack them).

So, this means he's getting attacked by barbarians as well. I'm not sure whether this is a good or bad thing for us. On one hand he needs to garrison his cities more, meaning slower expansion. Then in the other hand he can now farm xp, like for example to get 6 level unit for FoT (if his hero isn't there quite yet) or to make his units stronger in general.
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Is there a way that we can check whether he's broken the Barb connection? If it was around the same time as he cast FtH, we hadn't met him so there wouldn't be anything in the changelog (even if it shows up there anyway).

Oh, and if I don't get a turn this evening, I mean to go back through the turns and note exactly when he built Rantine so we have an idea of xp level.
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I don't think broking Barb connection shows in the log (not 100% on this though). If however there was indeed a lair (lizardman lair) on the now-being-a-mana-tile, he must've broken it for sure.

Rember when you estimate the xp on Rantine that on Quick Heroes get xp in a weird way - it's not actually 1 xp/turn but more like something between 1-3 xp/turn. Maybe it was 2, I forgot. Have to check this to make sure, though.
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Well, that's where our Northern Lair was, so I'm guessing it's the same for him. Also, I believe that units added by Worldbuilder point South by default, so the only way that Held Lizardman could be pointed SE is if it had been bumped from the Mana Node tile.

Hrm yeah, hadn't thought of that. I trawled the thread and couldn't find a specific reference to Rantine, but I did find a reference to Kithra on t53. We're looking to start the Titan t71-ish, so 18t is probably enough for him to have got there (especially with Barb activities). I /think/ Rantine was afterwards, but I also thought of another way to check for Warfare on the Clan part - civics. Without looking at the save, I'm reasonably certain that he hasn't adopted a Warfare civic; City States was a single swap and he hasn't switched again since.
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He might not switch to Military State right away, it's only really needed once you're going to build lots of units + losing +2 xp from Apprenticeship is not that great.

But yea, certainly if he switches to it we know for sure he has Warfare already.

Hmm, actually... regarding that Lizarman - did you say held? Held units can't move so that Lizzy SE can't be the pre-placed Lizardman. Or does removing the lair actually move the unit out of the tile? I'm not so sure you could even be on the same tile with the barbs if you broke the peace with them.

Unless maybe if: you move on the same tile -> break the peace with barbs -> pop the lair. I'm not sure if you can actually do that though without it moving your unit out of the tile after the peace has been broken.
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